Book Image

Level Up! The Guide to Great Video Game Design - Second Edition

By : Scott Rogers
Book Image

Level Up! The Guide to Great Video Game Design - Second Edition

By: Scott Rogers

Overview of this book

If you want to design and build cutting-edge video games but aren’t sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience. Level Up! 2nd Edition has been NEWLY EXPANDED to teach you how to develop marketable ideas, learn what perils and pitfalls await during a game’s pre-production, production and post-production stages, and provide even more creative ideas to serve as fuel for your own projects. Level Up! 2nd Edition includes all-new content, an introduction by David “God of War” Jaffe and even a brand-new chili recipe –making it an even more indispensable guide for video game designers both “in the field” and the classroom.
Table of Contents (54 chapters)
Free Chapter
1
Copyright Information
2
Publisher’s Acknowledgements
3
Foreword
6
Level 1’s Universal Truths and Clever Ideas
8
Level 2’s Universal Truths and Clever Ideas
10
Level 3’s Universal Truths and Clever Ideas
11
You Can Design a Game, but Can You Do the Paperwork?
13
Level 4’s Universal Truths and Clever Ideas
15
Level 5’s Universal Truths and Clever Ideas
17
Level 6’s Universal Truths and Clever Ideas
19
Level 7’s Universal Truths and Clever Ideas
21
Level 8’s Universal Truths and Clever Ideas
24
Level 9’s Universal Truths and Clever Ideas
26
Level 10’s Universal Truths and Clever Ideas
28
Level 11’s Universal Truths and Clever Ideas
30
Level 12’s Universal Truths and Clever Ideas
32
Level 13’s Universal Truths and Clever Ideas
34
Level 14’s Universal Truths and Clever Ideas
36
Level 15’s Universal Truths and Clever Ideas
38
Level 16’s Universal Truths and Clever Ideas
40
Level 17’s Universal Truths and Clever Ideas
42
Level 18’s Universal Truths and Clever Ideas
43
Continue?
44
The One-Sheet Sample
47
The Medium-Sized List of Story Genres
48
Game Genres
49
The Big List of Environments1
50
Mechanics and Hazards
51
Enemy Design Template
52
Boss Design Template

Camera Angle Guide

Now that you know what kind of camera you are using and what your shot is going to look like, let’s place the camera to make things look as cool as possible:

  • Eye level—The camera is aiming level at the eyes of your subject.
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  • High angle—The camera is above the subject, looking down on it. This angle can make things look less impressive. A good shot for showing elements in relationship to each other.
    9781118877166-un0635.tif
  • Low angle—The camera is below the subject, looking up at it. This makes things look more menacing or impressive. Great for boss fights.
    9781118877166-un0636.tif
  • Worm’s-eye view—The camera is literally on the floor looking up, as if a worm were watching the action.
    9781118877166-un0637.tif
  • Bird’s-eye view—This shot is taken from high up in the sky, as if a bird were watching the action.
    9781118877166-un0638.tif
  • Dutch tilt—We did this trick in Maximo: Ghosts to Glory. We wanted our in-game camera to feel slightly creepy or wacky, like shots you see in a Sam Raimi horror...